I just had an idea. If you will make missions then you could lock some systems with special stuff in it for beginners, they would need to complete a special mission in order to get a key to that system's jump gate.

I just had an idea. If you will make missions then you could lock some systems with special stuff in it for beginners, they would need to complete a special mission in order to get a key to that system's jump gate.

Well, it looks like Dustpup (Who is also helping me with Old Age 2) is interested in doing some ship models for me. I will provide details once I got some confirmations.

PS: Sorry for not posting here for a long time, but it appears that GMod beta is currently experiencing some problems. The gamemode have already been adjusted to work with the beta, so it's just about applying the features now. :)

This is still a work in progress but I thought I should put it up because it looks cool so far.

You could probably reduce the detail a bit in some areas where the polys are really dense. You could show the detail there with a texture/bumpmap instead.
Then again, if this is a station its fine, that detail is necessary because it will be huge. I am just interested in milking out FPS, sorry if it came out bad.

Any idea when it will be somewhat ready to play? for last 2 weeks ive been trying to remember the name of sunrise "figured it out today" and i find that there are no servers "depression" but i see the devinity 2 is in the works!

Any idea when it will be somewhat ready to play? for last 2 weeks ive been trying to remember the name of sunrise "figured it out today" and i find that there are no servers "depression" but i see the devinity 2 is in the works!

Devinity 2 has been optimized for GMod 13, the very reason why there are no date on it.

Firstly, this gamemode was remade several times, because I was experimenting on stuff to see if it was possible to make the map BIGGER and avoid having to hit the invisible walls. Turns out I found the answer, but when GMod 13 Beta arrived, I decided to lay low, due to the mayor changes made during the beta. Example: From umsg to net library.

This new "rebirth" of Devinity 2 offers much more potential than that old shrinking down models to the point where it starts to zigzag. You can make solar systems realistically big and you can use full-scale models. Currently, I kicked most of the people mentioned on the OP out of the team due to some various of reasons and for the time being, there are only 4 team members of this development team.

Rendering tricks. The short version is basically: "Moving the map instead of moving the player"
A more detailed explanation of this was posted in the steam group a while ago, if not months.

Using this technique, you will never hit the skybox, because you never move. FACT<-

EDIT:
I am working on some kind of menu system for the gamemode, which could be used to access things like the Market or such. Still trying to figure out how it should look like, but were getting close!

You can clearly see the improvements from the first few pages of this thread and now! :D!!

Will devinity2.eu be returning any time soon? Or is it under construction? I'll probably be following this project.

Unfortunately, there were some internal conflicts between me and McKay so .eu is dead. But devinity2.com is still running. I need to take a closer look later but gamemode first. I post things in the steam group and I read them everyday.

News and important announcements will pop up at the steam group before anything else.